# Extracting Triangular 3D Models, Materials, and Lighting From Images

arXiv: https://arxiv.org/abs/2111.12503 · HTML: https://mlsanity.com/paper/2111.12503/

## Key facts

- Cited by 366 papers in the map (data through 14 Oct 2026).
- Builds on 33 of its 81 references that are in the map.
- First posted on arXiv 24 Nov 2021.

## Builds on (most cited first, 30 of 33)

- [Adam: A Method for Stochastic Optimization](https://mlsanity.com/paper/1412.6980/) (2014)
- [NeuS: Learning Neural Implicit Surfaces by Volume Rendering for Multi-view Reconstruction](https://mlsanity.com/paper/2106.10689/) (2021)
- [D-NeRF: Neural Radiance Fields for Dynamic Scenes](https://mlsanity.com/paper/2011.13961/) (2020)
- [NeRF in the Wild: Neural Radiance Fields for Unconstrained Photo Collections](https://mlsanity.com/paper/2008.02268/) (2020)
- [PlenOctrees for Real-time Rendering of Neural Radiance Fields](https://mlsanity.com/paper/2103.14024/) (2021)
- [NeRF++: Analyzing and Improving Neural Radiance Fields](https://mlsanity.com/paper/2010.07492/) (2020)
- [GIRAFFE: Representing Scenes as Compositional Generative Neural Feature Fields](https://mlsanity.com/paper/2011.12100/) (2020)
- [Differentiable Volumetric Rendering: Learning Implicit 3D Representations without 3D Supervision](https://mlsanity.com/paper/1912.07372/) (2019)
- [KiloNeRF: Speeding up Neural Radiance Fields with Thousands of Tiny MLPs](https://mlsanity.com/paper/2103.13744/) (2021)
- [UNISURF: Unifying Neural Implicit Surfaces and Radiance Fields for Multi-View Reconstruction](https://mlsanity.com/paper/2104.10078/) (2021)
- [FastNeRF: High-Fidelity Neural Rendering at 200FPS](https://mlsanity.com/paper/2103.10380/) (2021)
- [NeRV: Neural Reflectance and Visibility Fields for Relighting and View Synthesis](https://mlsanity.com/paper/2012.03927/) (2020)
- [Deep Marching Tetrahedra: a Hybrid Representation for High-Resolution 3D Shape Synthesis](https://mlsanity.com/paper/2111.04276/) (2021)
- [NeRD: Neural Reflectance Decomposition from Image Collections](https://mlsanity.com/paper/2012.03918/) (2020)
- [Modular Primitives for High-Performance Differentiable Rendering](https://mlsanity.com/paper/2011.03277/) (2020)
- [PointRend: Image Segmentation as Rendering](https://mlsanity.com/paper/1912.08193/) (2019)
- [Soft Rasterizer: A Differentiable Renderer for Image-based 3D Reasoning](https://mlsanity.com/paper/1904.01786/) (2019)
- [PhySG: Inverse Rendering with Spherical Gaussians for Physics-based Material Editing and Relighting](https://mlsanity.com/paper/2104.00674/) (2021)
- [Learning Object-Compositional Neural Radiance Field for Editable Scene Rendering](https://mlsanity.com/paper/2109.01847/) (2021)
- [Learning to Predict 3D Objects with an Interpolation-based Differentiable Renderer](https://mlsanity.com/paper/1908.01210/) (2019)
- [NeX: Real-time View Synthesis with Neural Basis Expansion](https://mlsanity.com/paper/2103.05606/) (2021)
- [Neural-PIL: Neural Pre-Integrated Lighting for Reflectance Decomposition](https://mlsanity.com/paper/2110.14373/) (2021)
- [Inverse Rendering for Complex Indoor Scenes: Shape, Spatially-Varying Lighting and SVBRDF from a Single Image](https://mlsanity.com/paper/1905.02722/) (2019)
- [Neural Reflectance Fields for Appearance Acquisition](https://mlsanity.com/paper/2008.03824/) (2020)
- [SDFDiff: Differentiable Rendering of Signed Distance Fields for 3D Shape Optimization](https://mlsanity.com/paper/1912.07109/) (2019)
- [Image GANs meet Differentiable Rendering for Inverse Graphics and Interpretable 3D Neural Rendering](https://mlsanity.com/paper/2010.09125/) (2020)
- [Kaolin: A PyTorch Library for Accelerating 3D Deep Learning Research](https://mlsanity.com/paper/1911.05063/) (2019)
- [Learning Deformable Tetrahedral Meshes for 3D Reconstruction](https://mlsanity.com/paper/2011.01437/) (2020)
- [Unified Shape and SVBRDF Recovery using Differentiable Monte Carlo Rendering](https://mlsanity.com/paper/2103.15208/) (2021)
- [Two-shot Spatially-varying BRDF and Shape Estimation](https://mlsanity.com/paper/2004.00403/) (2020)

## Built on by (most cited first, 30 of 366)

- [Magic3D: High-Resolution Text-to-3D Content Creation](https://mlsanity.com/paper/2211.10440/) (2022)
- [Scaffold-GS: Structured 3D Gaussians for View-Adaptive Rendering](https://mlsanity.com/paper/2312.00109/) (2023)
- [Fantasia3D: Disentangling Geometry and Appearance for High-quality Text-to-3D Content Creation](https://mlsanity.com/paper/2303.13873/) (2023)
- [Instruct-NeRF2NeRF: Editing 3D Scenes with Instructions](https://mlsanity.com/paper/2303.12789/) (2023)
- [GET3D: A Generative Model of High Quality 3D Textured Shapes Learned from Images](https://mlsanity.com/paper/2209.11163/) (2022)
- [MobileNeRF: Exploiting the Polygon Rasterization Pipeline for Efficient Neural Field Rendering on Mobile Architectures](https://mlsanity.com/paper/2208.00277/) (2022)
- [GS-IR: 3D Gaussian Splatting for Inverse Rendering](https://mlsanity.com/paper/2311.16473/) (2023)
- [MERF: Memory-Efficient Radiance Fields for Real-time View Synthesis in Unbounded Scenes](https://mlsanity.com/paper/2302.12249/) (2023)
- [MeshDiffusion: Score-based Generative 3D Mesh Modeling](https://mlsanity.com/paper/2303.08133/) (2023)
- [Native and Compact Structured Latents for 3D Generation](https://mlsanity.com/paper/2512.14692/) (2025)
- [GPS-Gaussian: Generalizable Pixel-wise 3D Gaussian Splatting for Real-time Human Novel View Synthesis](https://mlsanity.com/paper/2312.02155/) (2023)
- [RichDreamer: A Generalizable Normal-Depth Diffusion Model for Detail Richness in Text-to-3D](https://mlsanity.com/paper/2311.16918/) (2023)
- [Shape, Light, and Material Decomposition from Images using Monte Carlo Rendering and Denoising](https://mlsanity.com/paper/2206.03380/) (2022)
- [NeRO: Neural Geometry and BRDF Reconstruction of Reflective Objects from Multiview Images](https://mlsanity.com/paper/2305.17398/) (2023)
- [DreamAvatar: Text-and-Shape Guided 3D Human Avatar Generation via Diffusion Models](https://mlsanity.com/paper/2304.00916/) (2023)
- [BundleSDF: Neural 6-DoF Tracking and 3D Reconstruction of Unknown Objects](https://mlsanity.com/paper/2303.14158/) (2023)
- [Relightable 3D Gaussians: Realistic Point Cloud Relighting with BRDF Decomposition and Ray Tracing](https://mlsanity.com/paper/2311.16043/) (2023)
- [Flexible Isosurface Extraction for Gradient-Based Mesh Optimization](https://mlsanity.com/paper/2308.05371/) (2023)
- [TextMesh: Generation of Realistic 3D Meshes From Text Prompts](https://mlsanity.com/paper/2304.12439/) (2023)
- [Relightable Gaussian Codec Avatars](https://mlsanity.com/paper/2312.03704/) (2023)
- [StreetSurf: Extending Multi-view Implicit Surface Reconstruction to Street Views](https://mlsanity.com/paper/2306.04988/) (2023)
- [F2-NeRF: Fast Neural Radiance Field Training with Free Camera Trajectories](https://mlsanity.com/paper/2303.15951/) (2023)
- [MagicPony: Learning Articulated 3D Animals in the Wild](https://mlsanity.com/paper/2211.12497/) (2022)
- [Delicate Textured Mesh Recovery from NeRF via Adaptive Surface Refinement](https://mlsanity.com/paper/2303.02091/) (2023)
- [NeILF: Neural Incident Light Field for Physically-based Material Estimation](https://mlsanity.com/paper/2203.07182/) (2022)
- [Compressible-composable NeRF via Rank-residual Decomposition](https://mlsanity.com/paper/2205.14870/) (2022)
- [Neural Fields meet Explicit Geometric Representation for Inverse Rendering of Urban Scenes](https://mlsanity.com/paper/2304.03266/) (2023)
- [SAMURAI: Shape And Material from Unconstrained Real-world Arbitrary Image collections](https://mlsanity.com/paper/2205.15768/) (2022)
- [GIR: 3D Gaussian Inverse Rendering for Relightable Scene Factorization](https://mlsanity.com/paper/2312.05133/) (2023)
- [TANGO: Text-driven Photorealistic and Robust 3D Stylization via Lighting Decomposition](https://mlsanity.com/paper/2210.11277/) (2022)

## Abstract (arXiv)

We present an efficient method for joint optimization of topology, materials and lighting from multi-view image observations. Unlike recent multi-view reconstruction approaches, which typically produce entangled 3D representations encoded in neural networks, we output triangle meshes with spatially-varying materials and environment lighting that can be deployed in any traditional graphics engine unmodified. We leverage recent work in differentiable rendering, coordinate-based networks to compactly represent volumetric texturing, alongside differentiable marching tetrahedrons to enable gradient-based optimization directly on the surface mesh. Finally, we introduce a differentiable formulation of the split sum approximation of environment lighting to efficiently recover all-frequency lighting. Experiments show our extracted models used in advanced scene editing, material decomposition, and high quality view interpolation, all running at interactive rates in triangle-based renderers (rasterizers and path tracers). Project website: https://nvlabs.github.io/nvdiffrec/ .
